In Proceedings of World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education 2011 (pp. 23-28). Chesapeake, VA: AACE. 23 The Differences of Educational Effectiveness between Using Videos and Using Virtual World for learning modules in action observation. Akinobu Ando Miyagi University of Education, Japan andy@staff.miyakyo-u.ac.jp Darold Davis Replicant AD, LLC, USA daroldd@replicant-ad.com Abstract: In this paper, we present our findings in the evaluation of new learning modules for actions observed in the open source virtual world called 3Di such as in Linden Lab's Second Life. First, we developed two kinds of learning modules enabling students to understand the differences between a veteran's action and a beginner's. One used "avatar animations" in the virtual world, and another used "video clips". The avatar animations were made by using a motion capture system, effectively allowing us to recreate actual actions of both a veteran and a beginner. To evaluate the effectiveness of this system, two student groups learned via "avatar animations" and "video clips". Comparing the results, we found that the group that learned via "avatar animations" had better effectiveness on “Improvement of students' interest”, “Broadening of students' knowledge” and “Experience of students' endeavor”. Despite that the avatar animation required more time to produce than video, we anticipate incorporating the "avatar animation" in 3Di in developing the next learning modules following video. Introduction To design E-learning courses and modules, it’s important to understand its functionality and how to affect the learners involved. Our goal is to develop skill-based E-learning modules. In this paper, we aimed to compare functions between our developed new type learning modules and general video-based learning modules. A general and traditional way to learn action/motion is to observe a good or bad example in real life. By watching carefully, learners can imitate and try to reenact what they see. This is a basic learning method that develops and improves their action or skill, even in activities such as sports or dance. This "observation in real life" is an ideal way for one to observe and learn complex motions. But for this method to be applied properly, requirements, conditions and environments are needed. Moreover relying repeatedly on such observational methods to study actual motion may bring about adverse situations like inaccessibility to certain locations. To improve these inconveniences, a “video-based learning method” has since been developed and is still in use today. Owing to this kind of learning method, learners have been able to observe various motions repeatedly without the constraints of inconvenient places or environments. This video-based learning system is suitable for E-learning because of the recent advancements in the development of ICT (IPA 2011)(CEC 2011). But almost all of the learning content has been designed to acquire knowledge. Actually, there are a lot of video content that has recorded ideal motion of professional action, such as the horse jump of gymnasts, dance or how to use craft tools or craft machines. However, even if a learner is eager to inquire and study motions via recorded video, it’s impossible to grasp all of the motions because there may be some blind spots on the video recording if the camera is in a fixed position. Indeed, this “blind spot” problem in observation has happened even in face-to-face circumstances. Thus, it has been almost impossible to observe target subjects with changing, unfixed various viewpoints. In other fields, archiving traditional dance or analyzing the 3D motions of a veteran, a motion capture system has been used. However because this captured data requires specific environments to reproduce the desired results, it’s troublesome to use (Sato et al. 2008)(Abiko et al. 2005). To solve these problems, we have focused on how to recreate motion easily on the Internet (Ando et al. 2009, 2011). We are trying and considering a way to adapt motion data to the 3Di: 3D Internet – it’s a type of virtual world within the Internet. It has specific characteristics: “time progress”, “depth” and “high discretion”. 3Di like Linden Lab's